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Hsien-Tzu Cheng

dblp:199/2974 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Segmentation and scene understanding · 22% Trustworthy machine learning · 22% Learning paradigms · 22%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Interaction techniques and input · 50%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Segmentation and scene understanding › medical image segmentation
histopathology image segmentation
0.412020
Self-similarity Student for Partial Label Histopathology Image Segmentation · ECCV (25) 2020
Machine learning › Trustworthy machine learning › robustness
learning with noisy labels
0.412020
Self-similarity Student for Partial Label Histopathology Image Segmentation · ECCV (25) 2020
Machine learning › Learning paradigms › weakly supervised learning
partial label learning
0.412020
Self-similarity Student for Partial Label Histopathology Image Segmentation · ECCV (25) 2020
Computer vision › Video understanding and tracking
video saliency prediction
0.312018
Cube Padding for Weakly-Supervised Saliency Prediction in 360° Videos · CVPR 2018
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.312017
Deep 360 Pilot: Learning a Deep Agent for Piloting through 360° Sports Videos · CVPR 2017
Virtual and augmented reality › immersive video
360° video viewing
0.312017
Deep 360 Pilot: Learning a Deep Agent for Piloting through 360° Sports Videos · CVPR 2017
Immersive interaction › virtual reality experience
360° video viewing
0.312017
Tell Me Where to Look: Investigating Ways for Assisting Focus in 360° Video · CHI 2017
Virtual and augmented reality › immersive video
360-degree video
0.112018
Cube Padding for Weakly-Supervised Saliency Prediction in 360° Videos · CVPR 2018
Computer vision › Image recognition and object detection
object detection
0.112017
Deep 360 Pilot: Learning a Deep Agent for Piloting through 360° Sports Videos · CVPR 2017
Virtual and augmented reality
immersive experience
0.112017
Tell Me Where to Look: Investigating Ways for Assisting Focus in 360° Video · CHI 2017

Methods — techniques the papers use, named apart from their topics

weakly supervised learning · 0.7cube padding · 0.7convolutional LSTM · 0.7recurrent neural network · 0.6qualitative feedback · 0.6policy gradient · 0.6object detector · 0.6experiment · 0.6student-teacher learning · 0.4self-similarity · 0.4
YearPublicationVenuePosition
2020 Self-similarity Student for Partial Label Histopathology Image Segmentation
Hsien-Tzu Cheng, Chun-Fu Yeh, Po-Chen Kuo, Andy Wei, Keng-Chi Liu, Mong-Chi Ko, Kuan-Hua Chao, Yu-Ching Peng, Tyng-Luh Liu
ECCV (25)1
2018 Self-supervised Learning of Depth and Camera Motion from 360 ^\circ Videos
Fu-En Wang, Hou-Ning Hu, Hsien-Tzu Cheng, Juan-Ting Lin, Shang-Ta Yang, Meng-Li Shih, Hung-Kuo Chu, Min Sun 0001
ACCV (5)3
2018 Cube Padding for Weakly-Supervised Saliency Prediction in 360° Videos
abstract
Automatic saliency prediction in 360° videos is critical for viewpoint guidance applications (e.g., Facebook 360 Guide). We propose a spatial-temporal network which is (1) weakly-supervised trained and (2) tailor-made for 360° viewing sphere. Note that most existing methods are less scalable since they rely on annotated saliency map for training. Most importantly, they convert 360° sphere to 2D images (e.g., a single equirectangular image or multiple separate Normal Field-of-View (NFoV) images) which introduces distortion and image boundaries. In contrast, we propose a simple and effective Cube Padding (CP) technique as follows. Firstly, we render the 360° view on six faces of a cube using perspective projection. Thus, it introduces very little distortion. Then, we concatenate all six faces while utilizing the connectivity between faces on the cube for image padding (i.e., Cube Padding) in convolution, pooling, convolutional LSTM layers. In this way, CP introduces no image boundary while being applicable to almost all Convolutional Neural Network (CNN) structures. To evaluate our method, we propose Wild-360, a new 360° video saliency dataset, containing challenging videos with saliency heatmap annotations. In experiments, our method outperforms baseline methods in both speed and quality.
Hsien-Tzu Cheng, Chun-Hung Chao, Jin-Dong Dong, Hao-Kai Wen, Tyng-Luh Liu, Min Sun 0001
CVPR1
2017 Tell Me Where to Look: Investigating Ways for Assisting Focus in 360° Video
abstract
360° videos give viewers a spherical view and immersive experience of surroundings. However, one challenge of watching 360° videos is continuously focusing and re-focusing intended targets. To address this challenge, we developed two Focus Assistance techniques: Auto Pilot (directly bringing viewers to the target), and Visual Guidance (indicating the direction of the target). We conducted an experiment to measure viewers' video-watching experience and discomfort using these techniques and obtained their qualitative feedback. We showed that: 1) Focus Assistance improved ease of focus. 2) Focus Assistance techniques have specificity to video content. 3) Participants' preference of and experience with Focus Assistance depended not only on individual difference but also on their goal of watching the video. 4) Factors such as view-moving-distance, salience of the intended target and guidance, and language comprehension affected participants' video-watching experience. Based on these findings, we provide design implications for better 360° video focus assistance.
Yen-Chen Lin, Yung-Ju Chang, Hou-Ning Hu, Hsien-Tzu Cheng, Chi-Wen Huang, Min Sun 0001
CHI4
2017 Deep 360 Pilot: Learning a Deep Agent for Piloting through 360° Sports Videos
abstract
Watching a 360° sports video requires a viewer to continuously select a viewing angle, either through a sequence of mouse clicks or head movements. To relieve the viewer from this “360 piloting” task, we propose “deep 360 pilot” - a deep learning-based agent for piloting through 360° sports videos automatically. At each frame, the agent observes a panoramic image and has the knowledge of previously selected viewing angles. The task of the agent is to shift the current viewing angle (i.e. action) to the next preferred one (i.e., goal). We propose to directly learn an online policy of the agent from data. Specifically, we leverage a state-of-the-art object detector to propose a few candidate objects of interest (yellow boxes in Fig. 1). Then, a recurrent neural network is used to select the main object (green dash boxes in Fig. 1). Given the main object and previously selected viewing angles, our method regresses a shift in viewing angle to move to the next one. We use the policy gradient technique to jointly train our pipeline, by minimizing: (1) a regression loss measuring the distance between the selected and ground truth viewing angles, (2) a smoothness loss encouraging smooth transition in viewing angle, and (3) maximizing an expected reward offocusing on a foreground object. To evaluate our method, we built a new 360-Sports video dataset consisting offive sports domains. We trained domain-specific agents and achieved the best performance on viewing angle selection accuracy and users' preference compared to [53] and other baselines.
Hou-Ning Hu, Yen-Chen Lin, Ming-Yu Liu 0001, Hsien-Tzu Cheng, Yung-Ju Chang, Min Sun 0001
CVPR4